Hi,
Working on a 2008 BMW 6-series Coupe E63 that I'd like to make into interactive content including putting it on Android. This is a personal project for learning. I will be making the exterior of the car and the showroom and using Unity.
Inspiration:
[ame="
https://www.youtube.com/watch?v=psfYV117m_0&t=1m13s"]Forza 5 vista view[/ame]
(the car in this video is not the same as what I'm making, and can I not skip to a time with embedded youtube vids? wanted to start at 1m 13sec.)
Steps:
-Modeling
-Animations (a simplified, exploded view of wheel)
-Texturing
-Lighting
-UI Buttons
-Music??
Current Polycount: 222,978
Blueprints UsedReference Images
Questions:
-How much power does a recent Android Smartphone have compared to a Xbox One? Forza 5 is for Xbox One. I'm sure there is more power in xbox compared to my Samsung Galaxy S4. How close can I get? If it isn't possible I'm fine with making it only for PC and drop the phone. I don't know how close I will get to the my Forza inspiration, as much as I can within my skill level.
-Is there a better way for smoothing and controlling the polycount in native 3ds Max? Using turbosmooth a bunch in 3ds Max. This is my first time using 3ds Max. I'm coming from Maya.
-Do the images below suffice? Is there a better and easy rendering method to show the car? Used mental ray with a combined standard material.
-There's a few areas where I can make it a texture instead of geometry, the bottom grill in the front and the tire treads. What is the best way to do that? Bake the high poly to a texture?
Thanks for any questions, comments, and critique. I will be running into a ton of things I don't know. If there are any images in the links that should not be shown PM me and I will take them down.
Replies
Dont be afraid to use splines to block out edges in 3d before getting in to the mesh, and use lots of mesh modifiers (youll need so much geo that adjusting vertices by hand wont be viable anymore unless maybe if you use soft selection, but im not a fan of it)
Most useful mesh modifiers in MAX for me at least:
skew, bend, twist, FFD, taper, shell, symmetry, lathe for splines is also really useful.
As for mobile budgets, I havent developed for mobile but theres absolutely no way youll run a 300k tri mesh on mobile.
You would have to lowpoly down to something like 10k max probably, and bake normals. I would definitely use full body normals, since just doing various bits of detail with nrm would be a waste, and with a full body normal map you can optimize the mesh to your hearts content without worrying about the surface normals.
I think its definitely possible to create a very nice looking 3d showcase on mobile though, youll just have to optimize it really well.
Also due to the smaller screen, it wont have to be as hi-res as forza 5 to look as good.